Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Possessor Bonus Class 1.5.4

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Killed by Xerukira the skeleton master archer at level 20 on the 5th Regrowth 123rd year of Ascendancy at 06:38
Killed by Celia at level 20 on the 5th Regrowth 123rd year of Ascendancy at 15:00
Killed by Aletta Soultorn at level 20 on the 8th Regrowth 123rd year of Ascendancy at 10:29
Killed by wretchling at level 23 on the 14th Pyre 123rd year of Ascendancy at 16:48
Killed by wretchling at level 23 on the 14th Pyre 123rd year of Ascendancy at 18:06
Killed by orc elite berserker at level 25 on the 18th Pyre 123rd year of Ascendancy at 20:23
Killed by dread at level 25 on the 19th Pyre 123rd year of Ascendancy at 02:13
Killed by venom drake at level 26 on the 22nd Pyre 123rd year of Ascendancy at 10:05

0 / 8

Primary Stats

Strength

65 (base 48)

Dexterity

21 (base 12)

Constitution

74 (base 57)

Magic

13 (base 10)

Willpower

22 (base 10)

Cunning

12 (base 10)

Resources

Life

-425/1426

Stamina

38/145

Healing Factor

1.6234426229508

Regeneration

20.993875253666

Speed

Mental

0%

Attack

0%

Movement

0%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

5

ESP Range

10

ESP Kinds

dragon

Offense: Mainhand

Damage

71

Accuracy

44

Crit Chance

2%

APR

17

Speed

1.00

Offense: Offhand

Damage

Accuracy

Crit Chance

APR

Speed

Offense: Spell

Spellpower

13

Crit Chance

2%

Speed

1

Offense: Mind

Mindpower

20

Crit Chance

2%

Speed

1

Offense: Damage Bonus

Light

+10%

Fire

+8%

Physical

+10%

Mind

+10%

All

0%

Offense: Damage Penetration

Physical

+9%

Defense: Base

Armour (hardiness)

65.115094193009 (93.924050632911%)

Defense

0

Ranged Defense

10

Fatigue

43

Physical Save

66

Spell Save

60

Mental Save

35

Defense: Resistances

Acid

+ 2%( 70%)

Light

+ 40%( 70%)

Lightning

+ 25%( 70%)

Cold

+ 38%( 70%)

Physical

+ 49%( 70%)

Fire

+ 23%( 70%)

All

+ 15%( 70%)

Defense: Immunities

Stun Resistance

100%

Confusion Resistance

55%

Disarm Resistance

34%

Silence Resistance

45%

Instadeath Resistance

100%

Knockback Resistance

90%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Technique / Shield offense

1.30

Effective talent level: 2.6Use mode: ActivatedStamina cost: 11.4Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Hits the target with two shield strikes, doing 179% and 221% shield damage. If it hits a second time, it stuns the target for 3 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

2/5

Effective talent level: 2.6Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 1 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 1.
Increases the crit chance of counterstrikes by 17%. This increase scales with your Dexterity.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 31.5Range: 3Cooldown: 44Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 7.5Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Enter a protective battle stance, increasing Defense by 12, Armour by 12, and Block value by 88. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 60% resistance to stunning and knockback.

Shield Wall

5/5

Effective talent level: 7.5Use mode: ActivatedStamina cost: 28.6Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Smash your shield into the face of all adjacent foes dealing 325% shield damage and knocking them back 8 grids.
In addition, all creatures knocked back will also be dazed for 8 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength.

Effective talent level: 3.0Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You brace yourself for the final stand, increasing Defense and Armor by 4, maximum and current life by 263, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -263 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life.

Last Stand

2/5

Generic Talents

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.50

Effective talent level: 7.5Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 60%.
Additionally, when your life falls below 50%, you heal for a base 29.9 health plus 2.3% of your maximum life (currently 63.4 total) each turn for 8 turns. This effect can only happen once every 15 turns.
The base healing scales with your Constitution.

Vitality

5/5

Effective talent level: 7.5Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 56% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows and wounds.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

5/5

Effective talent level: 7.5Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of 4 will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by 24 for 4 turns.
If your health drops below 300, you'll be unable to maintain your daunting presence, and the sustain will deactivate.
The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength.

Daunting Presence

5/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 2 for 1 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero, and you may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Effective talent level: 6.5Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 18, Armour hardiness by 64%, and reduces the chance melee or ranged attacks critically hit you by 22% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

5/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 1.3Use mode: PassiveDescription: Increases Physical Power by 13, and increases weapon damage by 25% when using swords, axes or maces.

Weapons Mastery

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Last Stand

talent

Shield Wall

beneficial effect

Absorbs 225 damage from the next blockable attack.

Blocking

beneficial effect

Reduces physical damage received by 25% and provides a 13% chance to ignore critical hits.

Juggernaut

detrimental effect

The target has been splashed with acid, taking 11.65 acid damage per turn, reducing armour by 18 and attack by 16.

Acid Splash

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.
As a reward you improved physical save by +4.

Escort: lost sun paladin (level 6 of Dreadfell)

done

You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.
As a reward you improved Strength by +2.

Escort: lost warrior (level 1 of Old Forest)

done

You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 2 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 2 of Old Forest)

done

You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 3 of Old Forest)

done

You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire.
As a reward you improved spell save by +4.

Escort: temporal explorer (level 2 of Trollmire)

done

You failed to protect the worried loremaster from death by giant venus flytrap.

Escort: worried loremaster (level 4 of Old Forest)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Horned Horror.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash.
Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.'
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head.
Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

When wielded/worn:
Accuracy: +9 (+3 eff.)
Armour penetration: +7
Defense: +9 (+0 eff.)It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 3 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Rings can have magical properties.

steel ring of pilfering

Around neck

Daneth's Neckguard
Crafted by a master2.00 Encumbrance.

[Unique]
Type: jewelry / amulet ; tier 2

When wielded/worn:
Armour: +10
Fatigue: +2%
Changes stats: +6 Str / +6 Con
Activating this item is instant.It can be used to activate talent Juggernaut (costing 30 power out of 38/60) :Effective talent level: 2.6Power cost: 30 out of 38/60.Range: melee/personalTravel Speed: instantaneousDescription: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns.

A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.

Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
Though clearly a powerful piece, it must once have been much greater.

Borfast's Cage (10 def, 20 armour)

Inventory

This item will automatically be transmogrified when you leave the level.insidious poison infusion (20 nature damage, 35% healing reduction)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 5Cooldown: 16Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 20.00 nature damage per turn for 7 turns, and reducing the target's healing received by 35%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.

Spellhunt Remnants (1 def, 2 armour)

Wyrmbreath (0 def, 4 armour)
Infused by nature1.00 Encumbrance.

[Unique]
Type: armor / hands ; tier 2

When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fireIt can be used to activate talent Fire Breath (costing 24 power out of 24/24) :Effective talent level: 2.0Power cost: 24 out of 24/24.Range: melee/personalTravel Speed: instantaneousIs: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 205.88 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

This item will automatically be transmogrified when you leave the level.deadly pouch of dwarven-steel shots of paradox (24/24, 39-46.8 power, 3 apr)
Requires:- Dexterity 24

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20, costing 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.